Creating a graphical interface using Qt. Methodology for developing applications using forms Creating a graphical interface in C

Hello everyone. In my previous lessons, I talked about creating console applications in the Borland C ++ Builder environment. Starting with this tutorial, we will learn C ++ using graphical applications as an example. Who wants to learn how to create consoles. Can read the book "The Art of Writing C ++ Console Applications". Our first application will be a program that outputs a random number. We open the borlandiau, just do not create a console application. After launch, the following form will be displayed on the screen:

At the top there will be a toolbar:

On the right is the Object Inspector and the List of Forms:

Components (as opposed to BASIC) are already divided into tabs. By the name it is not difficult to guess what type of components are located on the tab. Open the standart tab and place the components on the form like mine:

The button will be labeled Button1. It needs to be changed. In the lower left window of Borland, the properties of the components are given; they must be changed to ours:

Change the Caption button to Generate

Change the Caption property of the Label1 to Number

In Edit1, we will simply erase the Text property (the text in the food itself).

After these manipulations, the form will look like mine:

We've finished with the visual style, by the way, most of the properties in the borlet look like a basic or a dolphin. Experiment with them.

Now let's talk about events. Each component has events, they contain code that will be executed when certain conditions are met. For example, for a button, the code in the Click event will be executed when we click on it, etc.

Today we will only use the Click event. Click twice on the button and go to the code window:

Automatically created Click event for the button. The code, like a console application, is placed between curly braces. We write the code:

Void __fastcall TForm1 :: Button1Click (TObject * Sender) (double aaa; // Here we put the number generated by the processor String count; // Write the same number, but reduced to a string randomize; // This is necessary so that the numbers do not repeat aaa = random (34) * 43646; // Generate any number count = FloatToStr (aaa); // Translate the number into a string using the FloatToString function Edit1-> Text = count; // Display the string variable in the text window)

The algorithm is simple, we declare a variable for storing a fractional number in it, and a variable for a number in string form. The fact is that the immediately generated chilso cannot be output to the textbox (there will be an error. Text was expected and a number was received), therefore, using the FloatToStr function, we translate the number into a string and output it to the text window. For output, we refer (using the -> sign (similar to the point in vb)) to the Edit1 text property and display the text there. That's all for now.

By the way, a question for filling: who reproduces faster computer viruses, Chinese, or rabbits?


Comments ()

Vitay

artyomka

"randomize; // This is necessary so that the numbers do not repeat." I still have the same repetitions. what to do?

Andrey

There are 2 options 1-use "randomize ();" or in line 6 complicate the function eg. add more and the number of seconds

Andrey

"seconds" or the result of adding two pseudo-random numbers divided by seconds - the more factors the more unpredictable the number is

artyomka Alexey (alex13sh)

randomize
this is so that the numbers do not repeat when the program is turned on
well that is. turned on the program you press the button several times
1)5
2)47
3)86
it's me in integers
well, if you turn off the program and turn it on again when you press the button serially, the same numbers from the same sequences will be
this is without randomize and there will be no such thing

And what is repeated in this way
1)3
2)69
3)1
4)3
5)8
6)1
THIS DOESN'T APPLY to randomize
to avoid this Andrey has already answered))

Begzod

I have visual c ++. net on my computer. I can not find textbooks, sources for it. Help pzhs.

Ali05

I saw a tutorial on Visual C ++. Net in the bookstore "Nikita Kultin Fundamentals of Programming in Microsoft Visual C ++ 2010", it shows how to create graphical applications under Windows (WinForms).

Kulkhacker Nintendo

I wonder what is its "badness"?

Kulkhacker

In the absence of the ability to properly present the material and accustoming you, gentlemen, to a bad programming style, a la the names of variables / functions with transliteration.

Edward Kulkhacker

Ministry of Education and Science of the Russian Federation

Federal State Budgetary Educational Institution

higher professional education

"UFA STATE OIL

TECHNICAL UNIVERSITY"

Department of Computer Science and Engineering Cybernetics

Create a GUI application in microsoft visual studio 2010

Study guide

for laboratory and practical training

with students of the direction

230100 (09.03.01) "Informatics and Computer Engineering"

The teaching aid contains theoretical information, tasks for practical and laboratory work of the course "Programming".

The manual is addressed to the teachers of the discipline, as well as students of the direction: 230100 "Informatics and Computer Engineering".

Compiled by: Gabdullina A.A., Art. teacher of the department. VTIK

Druzhinskaya E.V., Art. teacher of the department. VTIK

Reviewer: Filippov V.N., candidate of technical sciences, associate professor of the department. VTIK.

1.Theoretical information 4

1.1. Basic concepts 4

1.2. Introducing a Windows Form Application in Microsoft Visual Studio 2010 4

1.3. Form 7 control

1.5. MessageBox 9 function

1.6. TextBox control 10

2. A practical task. Introducing a Windows Form Application in Microsoft Visual Studio 2010 12

2.1. Evaluation framework for work performed 12

2.2. Practical work order 12

3.Laboratory work. Developing Applications in Microsoft Visual Studio 2010 16

3.1. Laboratory work order 16

3.2. Task 1. Tabulating the function and calculating its values ​​in the specified interval with a specified step of 16

3.3. Individual assignments 19

3.4. Task 2. Processing two-dimensional arrays 21

3.5. Individual assignments 27

  1. Theoretical information

  1. 1.1. Basic concepts

Automation of information processes is currently represented, first of all, by the development of a software application with a graphical user interface (GUI) that controls data flows.

The Graphical User Interface (GUI) is a system of means for interaction between the user and the device, based on the presentation of all system objects and functions available to the user in the form of graphical screen components (windows, buttons, scroll bars, etc.).

Most often, interface elements in the GUI are implemented on the basis of metaphors and reflect their purpose and properties, which makes it easier for untrained users to understand and master programs. Thus, the user's work is carried out with screen forms containing control objects and toolbars with action buttons for processing.

A standard graphical user interface must meet a number of requirements:

Maintain the information technology of the user's work with the software product;

Focus on the end user who communicates with the program at the external level of interaction;

Satisfy the “six” principle, when no more than 6 concepts are included in one menu bar, each of which contains no more than 6 options;

    maintain a standardized purpose of graphic objects and, if possible, their location on the screen.

In object-oriented programming, we deal with classes and objects. Objects are composite data types: they combine multiple values ​​into a single unit and allow us to write and store those values ​​by name. In other words, an object is an unordered collection of properties, each with a name and value. The named values ​​contained in an object can be either primitive types, such as numbers or strings, or other objects.

When developing non-console applications, the basic concept is Form.

A form is a container for placing controls of the development environment.

Properties - the ability to access information stored in this element.

Methods are a set of actions that an object can perform.

An event is an action recognized by an object (for example, clicking a mouse, pressing a key) for which a response can be programmed, i.e. the object's reaction to an event that has occurred.

5

I have made many different sections of the GUI system for Nintendo DS such as buttons and text boxes and checkboxes, but I need a way to hide these classes in one Gui class so that I can draw everything on the screen all at once, and check all the buttons at once to check if any buttons are pressed. My question is how the best way organize all classes (like buttons and text fields) into one GUI class?

Here's one way I thought, but it doesn't seem right:

Edit: I am using C ++.

Class Gui (public: void update_all (); void draw_all () const; int add_button (Button * button); // Returns button id void remove_button (int button_id); private: Button * buttons; int num_buttons;)

This code has several problems, but I just wanted to give you an idea of ​​what I want.

  • 5 answers
  • Sorting:

    Activity

2

This question is very similar to the one I was about to post, only mine is for Sony PSP programming.

I have been looking for something for a while, I have consulted some books and VTMs and so far this is a rough idea simple systems ui.

Class uiElement () (... virtual void Update () = 0; virtual void Draw () = 0; ...) class uiButton () public: uiElement (... virtual void Update (); virtual void Draw () ; ...) class uiTextbox () public: uiElement (... virtual void Update (); virtual void Draw (); ...) ... // Other ui Elements class uiWindow () (... void Update (); void Draw (); void AddElement (uiElement * Element); void RemoveElement (uiElement * Element); std :: list Elements; ...) void uiWindow :: Update () (... for (list :: iterator it = Elements.begin (); it! = Elements.end (); it ++) it-> Update (); ...) void uiWindow :: Draw () (... for (list :: iterator it = Elements.begin (); it! = Elements.end (); it ++) it-> Draw (); ...)

princple is to create window and attact elements user interface to it, and call the render and update methods from the corresponding core functions.

Nothing works for me yet, as I have problems with the drawing code. With various APIs on PC and PSP, I am going through the wrapper code for OpenGL and psp gu.

Hope this helps.

0

One useful strategy to keep in mind might be the composite pattern. At a low level, it can allow you to more easily handle all GUI objects (and collections of objects) after they are created. But I don't know what has to do with GUI design, so one place to find general inspiration is in the source code of an existing project. WxWidgets is a cross-platform GUI with available source code. Good luck with your project!

0

3

For those interested, here's my open source, BSD-licensed GUI toolkit for DS:

2k's answer is pretty good, but I would seriously recommend having a code containing the elements child interface in the base class uiElement. This is the pattern I followed at Whoopsi.

If you not support this in a base class, you will run into serious problems when trying to implement anything more complex than a textbox and a button. For example:

  • Tabular panes can be modeled as multiple buttons grouped into a single parent UI element that provides mutual exclusivity;
  • Groups of radio stations (over time);
  • Scrollbars can be represented as slider / gutter element and up / down buttons;
  • Scroll lists can be presented as a container and multiple user interface elements.

Also, it's worth remembering that DS has a 66MHz processor and 4MB of RAM, which is used to both store your program and run it (DS disks are loaded into RAM before they run). You should really think of it as an embedded system, which means there is no STL. I removed STL from Woopsi and managed to keep 0.5MB. Not much by desktop standards, but it is 1/8 of the total available DS memory consumed by STL garbage.

I detailed the whole process of writing a user interface on my blog:

It includes a description of two algorithms I came up with for screen redrawing, which is the tricky part of creating a GUI (one just breaks the rectangles up and remembers the visible areas, and the other uses BSP trees, which is much more efficient and easier to understand), optimization tips, etc. .d.

In this article, we will focus on creating the simplest applications using forms in C ++. I want to make it clear right away: the development of "form" C ++ applications will be carried out in the Microsoft Visual Studio environment (we will bypass the main competitor from Borland Software). It is worth noting that in Visual Studio there are two ways to make an application with forms, the decision is made at the time of creating a new project.

The first is to use Windows Forms, which implements a graphical user interface and is part of the Microsoft .NET Framework. This approach simplifies access to interface elements Microsoft Windows by wrapping the Win32 API in managed code. If you put your thoughts in a more understandable form, then this approach is very similar to building a console application, but a little more complicated because uses forms.

The second way is based on the use of Microsoft Foundation Classes (MFC), a library that takes care of building an application skeleton. Unlike the first, MFC uses the MVC (Model-View-Cont roller) pattern out of the box. This approach is more complicated than the first, but based on it, you can easily create a framework for very interesting applications, for example, text editor or use the Ribbon component and make a menu like in the notorious MS Office 2010.

Creating an application in MS Visual Studio

Let's create a new application: File-> New-> Project. In the window that appears, as in the picture above, find and select Windows Forms Application, then specify the name (app1) and location of the new project and confirm its creation by clicking "OK".

Before proceeding directly to programming, you should understand what an event is. An event is an action that occurs under certain conditions. The simplest (and most common and) can be considered Load, Click ... let's consider some of them in more detail:

  • Activated - an event that occurs when an element is activated.
  • Click - occurs when a single click on an element.
  • DoubleClick - double click on an element.
  • HelpRequested - fires when a key is pressed .
  • Paint - Raised when an element is repainted.
  • MouseLeave - the event is triggered when the cursor leaves the bounds of the element.

Do not forget that the events inherent in an element depend on its type. To view all available event forms for an object, select it and select the lightning bolt icon in the properties window. Shown below are some of the events for the Form1 element. As you can see, the Form1_Load function is selected for the Load event, therefore the code contained in this function will be called when the form is loaded.

Open the file Form1.h, there will be a code like this:

Private: System :: Void Form1_Load (System :: Object ^ sender, System :: EventArgs ^ e) ()

This is the same Form1_Load function that is triggered when the form is loaded. Let's see this by adding a TextBox component to the form.

To do this, open the form resource and select it. Next, select the Toolbox toolbar and drag the TextBox component onto the form. Modify the Form1_Load function as follows:

Private: System :: Void Form1_Load (System :: Object ^ sender, System :: EventArgs ^ e) (textBox1-> Text = "Hello, World!"; // textBox1 is the name of the box text you added)

Run the project, you should end up with the following message:

That's all for now, continued in the next lessons.

Good day! In this tutorial we will create your first GUI application in MS Visual Studio. This will be a kind of "Hello World" for graphics applications. I will say right away that using windows Forms - not the only way creating graphical applications (GUI applications) for C # programmers, but this is the best place to start. And so, launch Visual Studio.

Have you started it? Then to the point! We go to the main menu and select the item "File - New - Project", as shown in the figure below.

In the window that appears:

  • on the left side, select "Templates - Visual C # - Windows";
  • in the main area, select the element " Windows application Forms ";
  • at the bottom of the window, enter the name of the project and indicate its location on disk.

In general, as shown in the picture below.

Have you indicated what you need? Then click on the "OK" button. You should now see something like the following (the main areas are highlighted with rectangles):

In the picture above, I've marked the main areas: the designer area (top left), the solution explorer area (top right), and the properties area (bottom right). These are the areas we will work with most often.

In the designer's area, there is now an empty "form", this is the so-called window, in this case, the main window of our program. In the properties area, the properties of the element selected in the designer are displayed, in this case, our form, and the solution explorer area contains the project files, including those related to the forms (windows) of the program. Now, let's change our form a bit and run this first application.

To do this, select the form in the designer (for this, you can simply left-click on the form) and go to the properties block, in which we find the line "Text" (the word text, we are looking in the left column), as shown in the figure below.

Property "Text" of the main form of the application

Please note that the left column contains the name (name of the property), and the right column contains its value.

In this case, we are dealing with a text property, and its value is displayed in the title of the window, so let's now specify something of our own there, for example, something like: "Main window", as shown in the figure below:

Now, you can build the project and run it. To do this, go to the main menu and select the "Build - Build Solution" item. And then we launch the application, for this we select the item "Debug - Start without debugging" in the main menu. As a result, you should see the following window.

In the next lesson, we will look at simple work with a form designer, and setting up graphical interface elements, and this lesson has come to an end, we have created the first graphical application, collected and launched it.